Age of Chivalry is a total conversion for Half-Life 2 currently being developed by Team Chivalry. We are a close group of friends who are dedicated to creating a fun story driven multiplayer experience set in a fantasy world in the medieval ages. We are creating a fast paced and fun first person melee combat system that will take the player to a new level of immersion. The players will be able to take part in sieges, town raids and open war in a story driven game. Our goal is to let the players write the history of the game as the teams battle it out over a sequence of user controlled map cycles depending on the victor. We want to take the overall experience to a new level of fun. All of our members have a solid modding background and we hope that you support our modification as it grows and develops!

It’s been too long since we released any media and unfortunately our attempts of putting a video out were put on hold for a while, until we can finish some other tasks first. We promised to deliver something extraordinary, but you are just going to have to wait a bit longer for it. This media release

It’s been too long since we released any media and unfortunately our attempts of putting a video out were put on hold for a while, until we can finish some other tasks first. We promised to deliver something extraordinary, but you are just going to have to wait a bit longer for it. This media release is meant to heal the wounded souls of our dedicated fans. We also want to use this opportunity to send out an ad for another modeler. Read more about the modeler position at the end of this post.

We will not bore you with text about the images, they speak for themselves. Enjoy!

All in all 15 new images released, check the rest out at our gallery! There is also a new soundclip released, showing some of the varieties of combat music layers players will hear while entering different environments and confronting enemy players. Check out Age-of-chivalry.com to hear it.

The bow looks really low poly, for a FPS I'd up that a bit. It might just be the odd lighting but something about the corner of his lips is weird, you should check it out in a closer render. And you can see the edge of the texture on the back of his right arm.

Like Matt said you should try out spec and normal maps, they can help out the final look of a model and theyre really quite easy. I think the model does look really good though.